GDC1 Stats and Items
The stats are:
- Strength
- Intelligence
- Constitution
- To-Hit
- Be-Hit
- Armor Class
For all numbers, higher is better.
Contents
Character Stats
Strength, Intelligence, and Constitution only control what items you can use. Strength will determine armor, Intelligence for weapons, and Constitution will determine how much HP you have.
Armor
Armor Class is a static number assigned to a piece of armor that determines how much protection it provides.
Leveling
Each level, the player gets 1 stat-point to distribute. They also gain Constitution + Level in hit permanent points.
Items
The player has 5 gear-slots available: Main Hand, Shield, Armor, Ring, Watch(because MEN don't wear necklaces).
Only items in the Armor and Shield slots can affect AC. Armor and Shield slot items can also effect any other stat. There are no two-handed weapons. Ring and Watch slots can affect any stat besides AC.
No item effects damage, damage is purely a function of the equipped weapon's damage-dice.
Potions
Potions will come in several varieties, but the most common will be healing potions.
Healing Potions
Healing potions will work on a percentage-basis(EG healing a percentage of your total HP).
Buff Potions
Buff Potions will temporarily increase either AC or Damage by a given percentage for a limited amount of time. These potions will not stack.
Stat Potions
Stat points will permanently increase a single stat by 1 point, these will be extremely rare.
Level Potions
Level potions will be the single rarest item and grant the user enough XP to go up exactly 1 level.
Experience Potions
Experience Potions will give the user a set amount of XP. These potions will not be random drops but will be deliberately hidden in places around various game areas.
Stat Potions
Stat potions will be very rare and permanently raise a given stat by 1.
Item Tables
All items must have a unique ID associated with them. In the below examples, weapons begin with S and have a 5-digit number, this theoretically gives us room for 99,999 different swords, which is probably more than enough.
Shields use X and a 4-digit number, so 9,999 shields
Every other item, meanwhile, uses I followed by a 6-digit number, which will allow us to include close to a million different items. That should be enough unique IDs to last us a little while.
Since each item uses an ID with a different number of digits, the engine can easily distinguish between weapons, shields, and equipment.
Weapons
Since all weapons equip to the main hand and there are no two-handed weapons, the temptation to make the weapon table extremely simple is there. However, with a little bit of future-proofing we can save ourselves work in the long-run. Example:
Weapon ID | Weapon Name | Damage | Description | Extra | Space | Here |
S00001 | Generic Sword | 1d6 | This is a very basic, simple, straightforward sword. | null | null | null |
As you can see, the table includes three columns which currently contain null values, these can have additional information added to them as we see fit.
Shields
Information on shields goes here.
Other Items
Since items other than weapons can have any number of bonuses, all items will include space on the table for all bonuses.
Item ID | Item Type ID | Item Name | Description | Strength | Intelligence | Constitution | To-Hit | Be-Hit | Armor Class |
I000001 | A | Some armor, try to find some better armor. | null | null | null |
Of course we can set up separate tables for armor, jewelry, etc, but since they share many characteristics this approach may be easier.
The Item Type ID-field denotes which of the three equipment slots it goes into:
- A is Armor
- B is Watch
- C is Ring